Creating Worlds: My First Campaign
Yes, I know, I promised to talk about rules stuff next. Sue me. I'll get around to it, since I've noticed actions that change initiative, not to mention exactly how immediate actions work, tend to confuse even 4e veterans.
Well, to be fair, I've never seen a system where readied actions didn't confuse everyone! I'll expand on that more later. You may have noticed I haven't been as prolific in my writing of late, and the reason is- I didn't have much new to say!
I keep touching on the same points in my editorials, and often, I come off as way too critical- something else I've talked about before. It may seem paradoxical that someone who claims to enjoy gaming nitpicks about it so damn much!
Character Optimization Part 3: Heroic Medium

When we last left our Dragonborn Fighter, he was mixing it up at level 1 fairly well. Let's assume he survives til level 2. Since this is a thought experiment, I can't really say what magic items, if any he may have found, so let's focus on things we can plan for. The first thing our Fighter (who I'm going to call 'Kriv' from here on out) had to do was get a better weapon. There were three basic choices:
Longsword for +1 to hit.
Battleaxe for d10 damage.
Khopesh for Brutal 1.
Statistically speaking, the average damage of the Battleaxe is 5.5, compared to 4.5 for the longsword. The Khopesh is a weird case because it simply cannot inflict 1 damage, making it's average damage 5 even.
Character Optimization Part 2: Heroic Low

- Image via Wikipedia
A lot of players like to plot out their progression all the way to Epic tier. But let's be honest. Optimization is more about knowing your game than anything else. Different choices have different values based on the game's power level. A Heroic-tier game that won't even hit level 10 requires a different mindset than a game that starts at level 15!
Retraining can cover for a lot of sins, but there are a few things you can't retrain for. Today we'll start with Low-level Heroic gaming.
When starting from first or second level, you have to be optimized right out of the gate. Forget Paragon Paths, you just want to survive, and kick butt now, not in five or six levels!
In low-level games, having a high primary stat is most important. You want the best chance to hit, and to have your powers pack the biggest punch possible. This means, however, that the rider benefits of your secondary stat won't be so hot, so don't set yourself up to rely on them!
At low-levels, forget versatility, you want to be focused and specialized. You have a job to do, so make sure you can do it! For our example of low-level building, let's focus on The Fighter.
DISCLAIMER: The views presented here are not based on in-game experience, but a logical examination of possible playstyles and environments. If you have found that an option presented here isn't as good as I think it is, or that something I discount is much better, that's great! Let me know, and I'll certainly re-evaluate my builds. This is an exercise in one possible way to approach Character building, and is far from the only way!
Character Optimization Part 1: Unreasonable Expectations
I'll just start out with a caveat; I am capable of making false assumptions about the 4.0 playstyle.
The D&D rules set is modular. Think of it as a bunch of Legos ™; you have Legos of all different shapes and sizes, but each piece has definite 'rules' for how it connects to other pieces. Most Legos follow the same basic rules, but there are always exceptions!
So optimization is all about using your Legos to build something. That's great, but what looks good on paper can fail in practice. For example, let's look at the Fighting-Man of Chainmail.
Big Stick Rogues!

So here's something from the latest issue of Dragon: Staff Rogues?! Don't get me wrong, I have nothing against the idea, adding weapons to the Rogue's list is always nice, but..Staff Rogues? I remember a few years back when World of Warcraft added support for Mace Rogues and everyone was like “WTF Mace Rogues?!”*. The iconic Rogue has always been a Light Blade guy. Oh sure, I guess the idea of a thug with a club exists, but the Rogue/Thief in RPG's has always been a sly, agile, Artful Dodger sort of guy, who lives by his wits and uses daggers, short swords, and the like.
Tim’s Campaign – Session 4 Podcast
The druid Blindheart has been tainted by a black crystal and after the group destroys it he is released from its power.
New D&D 4E Monster Format
I just read a post over on the D&D website that showed a few examples of the new formatting for the monster stat blocks for D&D 4th Edition. I definitely like the new design as it sorts all the information in a slight easier to use fashion. All of a monster's traits, standard actions, minor actions, and triggered actions are grouped together, which makes it more organized and easier to find it's abilities. Powers also have been changed to have a formatting more similar to a PC's power cards, so each power has an "attack" and "hit" section, etc.
Overall the changes to the monster info block make complete sense and will help DMing run a little more smoothly. Check out a comparison of a Kobold Dragonshield below, side by side.
Player’s Handbook Heroes Set 2 Gallery
The Player's Handbook Heroes Set 2 looks very nice and will make a great addition to any collection. I especially like the Genasi Paladin and Human Swordmage due to their versatility as a wide range of classes.
Sting Review – Magic: The Gathering – Duels of the Planeswalkers for Xbox Arcade
Wizards of the Coast and Stainless Games released Magic: The Gathering - Duels of the Planeswalkers on the Xbox 360 arcade this week and I have been playing it nonstop. It offers a great Magic experience for the extremely decent price $10, less than 4 booster packs.
The game features several different modes of play. The single player campaign mode allows you to test your skills against increasingly difficult Planeswalkers as you unlock new decks to play with. Magic: The Puzzling offers a series of Magic puzzle where you have to figure out how to win in one turn. A co-op campaign allows two people on the same console play a Two-Headed Giant match versus two planeswalkers. You can also play online via Xbox Live in 2-4 player matches.
Gameplay
They have done a great job of translating the paper and tabletop game to the TV screen and Xbox controller. You can easily flip through your cards pulling your trigger to fly the cards fullscreen and even view card specific rules such as First Strike and Deathtouch, in case you forget, add in the intro tutorial and even Magic newbies will be playing in no time.
They have made the gameplay flow very smoothly for a great arcade feel. Certian things like The Stack are disguised as a brief countdown timer when you play card and spells and each section of your turn is followed in order. I enjoy that I can play a quick game in less than 5 minutes without leaving my house at anytime, either against the very capable AI or a human player matched to my level using the Xbox TrueSkill system. The game is instantly accessible to players of every skill level and that is a great accomplishment given the complexity and depth of Magic.
The game starts with 2 decks to play with and as you defeat different planeswalkers you will unlock a total of 8 decks. Then everytime you win with a deck you unlock 1 of 17 extra cards that can be added into the default decks. It is not completely a customizable deck building system but gives you a few options to beef up your deck of choice. With downloadable content, I expect to see them release extra decks, extra unlockable cards, and new play environments to customize your play experience.
Graphics and Sound
The graphics and interface are very slick and animations are smooth. Spells and effects have subtle animation and sound cues that tell you the state of your cards, such as summoning sickness and tiggered spells. The attack animations are fairly generic as animating every card would have been a nightmare for the developer, but do an adequate job of showing what happens when you attack and defend. Certian spells are given a little extra polish such as Incinerate, which lobs a fireball at your opponents as it burns away their life.
The sound effects do a decent job of giving you audio cues as to what is happening and nothing is over the top. The music score is soft and appropriate but will quickly get old once you hear it over and over, thankfully the Xbox allows you to play your own music in game.
Conclusion
If you love Magic: The Gathering or are even slightly interested in TCGs, I would wholehearted recommend buying this game. It is a steal at only $10, and you will get plenty of play time out of this title. I have been playing all week and can't say enough good things about it.















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